diff --git a/Assets/Mirror/Runtime/NetworkServer.cs b/Assets/Mirror/Runtime/NetworkServer.cs index f39d3bb20..971d05228 100644 --- a/Assets/Mirror/Runtime/NetworkServer.cs +++ b/Assets/Mirror/Runtime/NetworkServer.cs @@ -764,13 +764,11 @@ public static void SetClientReady(NetworkConnection conn) if (LogFilter.Debug) Debug.LogWarning("Ready with no player object"); } + // Setup spawned objects for local player if (conn is ULocalConnectionToClient) { if (LogFilter.Debug) Debug.Log("NetworkServer Ready handling ULocalConnectionToClient"); - // Setup spawned objects for local player - // Only handle the local objects for the first player (no need to redo it when doing more local players) - // and don't handle player objects here, they were done above foreach (NetworkIdentity identity in NetworkIdentity.spawned.Values) { // Need to call OnStartClient directly here, as it's already been added to the local object dictionary